First off I'd like to apologise for not posting any news since the release. Basically since the release of 0.1 I've pretty much fixed most of the obvious coding bugs that I've listed on the forums.I've still got to sort out some of the cosmetic bugs such as opening doors and chimney smoke fx.

When all of that's done I'm not sure if I should make a missile launcher team or perhaps a Leman Russ, but I'm leaning toward the launcher team, feel free to post any ideas on the forum as it's a bit quiet these days. After that I'm gonna start on the Chaos faction, I've already got one building modelled and I've got a good idea of what vehicles they should get in order to counter the Imperial Guard. Their infantry will probably be pretty easy to do since I can just use the Guardsmen and chaosify them, add a little blood here sprinkle some unholy icons there.

Oh and hope you like the new website look, it's the new site for both Only War 1 and 2 now. Anyways, until next time!

And here it is! D-day, day of days, prepare for war (hopefully). Only War 2 should now be online and ready for downloading, click the image below to download.

The mod weighs in at 56.9 MB's in a winrar zip file. You will need to have Command & Conquer 3: Tiberium Wars in order to run the mod. (Not compatible with Kane's Wrath)

To install the mod, go to your C:\Users\Boomerang Python\Documents\Command & Conquer 3 Tiberium Wars\mods directory and create a folder and name it OnlyWar2,then you'll need to extract the files inside the .zip file into the folder you just created (a .big file and a .skudef file).

To launch the mod you simply start up your Command and Conquer 3 DVD auto-launcher and select 'Game Browser' then go to the tab 'Mods' and it should appear in that list,now select the mod and then press the 'Launch Game' button at the bottom.

Right, maybe I should explain how the economic side of the mod works, basically what you want to do is always make sure you construct a shrine as soon as you can, because these will generate resources (or 'faith') at a steady pace for you, and that's pretty much it. Easy really.

Also I'll repeat what I said in an earlier post; keep in mind that because it's only an alpha version it will be quite buggy and all kinds of glitchy. So if anyone does take it for a spin, remember to post everything you encounter in the bug report section of the forum: Bug Report

Right, I've decided I'm gonna release the first Alpha of the mod as is, not gonna tamper any more with it, so within the next few days there will be a Only War 2 Alpha 0.1 uploaded to the site and made available to the public.

However, keep in mind that it will be reaaaaaaaally buggy and all kinds of glitchy. So if anyone does take it for a spin, remember to post everything you encounter in the bug reports section of the forum: Bug Report

I'll post another one of these devlogs when I've uploaded the bugfest to the ftp.

Been a bit ill lately so, not much has happened since last time, but I might be able to get it uploaded soon though,
need to do some test plays with someone first, the menu buttons can go screw themselves ..for now.
Stay tuned!

Hello, you unfortunate followers of a slowly developing total conversion!

I'm finally getting around to posting some actual updates today, with sparkling new pics on top of that!

The state of the mod is that it's progressing really really slowly (curse you shiny new games!), however, I've got that map done that I was working on, man.. I didn't realise the amount of time it took making urban maps.. and it's not even particularly big either (1v1 map), now I'm just gonna try slapping it ingame and see if our massive imperial guard structures will fit in the zone I left open for building placement. And then I just might release a first version of this God-Emperor forsaken mod! (probably pretty unbalanced and buggy though).

And after that we'll see where I go, probably make some easy traitor guard/chaos units and add some kind of anti-tank infantry or a Leman Russ since there's currently nothing that can kill tanks except for the grenade launcher that you can upgrade your guardsman squads with (which is temporary obviously because they shouldn't be that good at killing armour).

And also, relating to the whole resource bit of the mod I thought I might mention that we're going without tiberium (obviously), and each faction will have a different type of building that generates resources or "Faith" as is the case with the Imperial Guard's "Shrines of the Ecclesiarchy". Chaos will have some sort of mobile taint generating deployable vehicle that spreads taint around it and weakens enemies who walk on the tainted ground (if we get that far), using the tiberium growth code.

Anyways, here's the pretty pictures of the Imperial Guard UI v0.9 (still a few buttons and cameos to replace) and at the same time it also shows a bunch of Basilisks both in deployed and undeployed mode (the second picture is the latest version of the UI (notice the slight difference in the button icons for structures and stuff).

Most graphical things are now sorted and ingame, so I've now moved on to the menus and commandbars and what not, which means lots and lots of tinkering..

After I've sorted this bothersome little task the only things left to do is change all the prices,
build times and locomotor speeds and such simple balancing things, and make one or two simple tiberium free maps.

Things are looking up, expect some sort of news post pretty soon with some screens of the beta Guard toolbar and more.

You thought we were dead again didn't ya? To be honest I thought so myself for a while there, and when I say we I mean the mod, and when I say the mod, I mean the mod team, and when I say the mod team... uh I mean me? It's been a slow year, as you may have noticed, not much has been going on since the dawn of 2009, but from time to time I've been doing some random work (Only in death does duty end :P).

I've decided to 'reboot' the mod, so I started by just recoding the mod from scratch, even though I had no idea how to code cnc3, but it's coming along fine, ran into a few bumps and stuff but most of it got solved. Currently working on coding in the blasted Basilisk animations that I just cant seem to get working for some reason, also at the same time trying to make it able to deploy with a button press. I've also had big issues trying to do something as simple as add resource generation to a building.

With this reboot I've decided to scrap Necrons as a playable faction because they're just too damn slow and the CnC3 maps are just too damn large and open for them to really work (seeing as they're slow as um well a bloody turtle or something). And instead of Necrons we'll have Traitor guard/Chaos who are much more exciting, and to be fair, easier to balance and easier to play around with.

You will probably see an increase in activity as the end of the year gets closer, for now, have a look at this wip screenshot of an Imperial Guard base (ignore the tiberium, commandbar and crazy hellhound :P), second up are some civilian props and random imperial stuff taken in worldbuilder (hence the freaky shadows... i hope), the third pic is a wip sneak peek at a traitor guard hellhound tank which I'll probably name a Cerberus tank (color scheme is temporary).

Have no fear! We've managed to fight off the mighty hordes of video-game insanities that has been crashing into the walls of our fair fortress of spare time and modding hours!

The last 4 months have been mad on the amazing game release side.. or at least it has been for me as the mad gamer i am (and probably most modders with me) so work has been basically standing still but I've started work on a Shrine (name not yet decided) for the Imperial Guard which will act as their basic source of income.

Also Only War 2 is now basically a One man show starring me (come to think about it, that's really how it's been all along..)not counting the coding that was done a couple months ago by Torn.

Still, there's something for you to see and drool over until the shrine is done and I get on to the 2d bits (commandbars and such) that need doing, the first pictures are some images we never uploaded of the now properly working firing effect for the Hellhound, second is the.. well.. pretty self explanatory some more civ props I did a couple months ago, and lastly there's the Marauder Bomber which we will be using as a Special Power and civilian prop (and eventually most likely as a controllable air unit).

I've done loads of skinning, so we've got a bunch of things to show you this month,the months to come might be less visually beautiful in the new model department but we'll see what we can manage, we will likely be showing some more civilian props that will bein the map Cal is making right now.

At the moment I'm at hard work making new animations for the Basilisk since the original ones were completely psycho. (you have to agree that's a pretty damn good reason)And they should be done in a couple of days.

That makes the Imperial Guard basically done, in the model/texture department anywaybut they still need hulks and craploads of 2D stuff sorted like a command bar and cameos.

Still can't tell you a certain date we'll be releasing our first uber-alpha version, but we're stillgetting there, slowly but surely.

Yo peeps, We're back with another update today but not a very significant onehowever it has some niceness to it, the Armamentorium which would be the Imperial Guard Barracks. As you can see I've gone for a basic bunker kind oflook so no windows or anything, after all they are keeping all sorts of explosives in there.. I've also tried to keep the look similar to that of the Armamentorium from OW1 (which i also tried to do with the Manufactorum), oh and yes thedoor is supposed to be that gigantic.

I've now started texturing the Departmento Munitorum which is the Imperial Guard Command Center, it should be done pretty soon actually..

Also we have decided that we will be releasing a first super-alpha build of Only War 2 that will only contain Imperial Guard (so you'll have to imagineyour enemy as a heretic commander ), a unique resource system and probablysome custom map(s) and other things not yet decided..

We can't tell when but we're getting there.. Imperial Guard is basically done and just needs some polishing once the buildings are done.